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DPI scaling ignored by WidgetComponent?


I'm spawning a widget in world space and then animating the game camera to display it full screen.

I set my WidgetComponent draw size to match the size of the viewport, scale the component down to an appropriate size in world space and place the camera at the precise distance/alignment to fill the screen.

My widget was authored at 1920x1080 (i.e. DPI Scale = 1.0) and I'm currently running the game in a 1280x720 window (DPI Scale = 0.66).

If I just 'Add to Viewport' then the widget scales as I would expect, but does not do so when drawn as described above - despite the render target having the same resolution as the viewport. It appears that DPI scaling is not applied to WidgetComponent rendering so I am unable to achieve the result I'm looking for. Is there any way to control this?

All advice appreciated, thanks.


Product Version: UE 4.20
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asked Nov 30 '18 at 11:31 AM in Rendering

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